Charizard's Power Trip


Charizard's Power Trip v.2.0

POKEMON (19):

1 Charizard...........Exp. B-72
2 Charizard...........LC
3 Charmeleon..........Base
2 Charmander..........Exp. A-09
1 Charmander..........Exp. A-10
1 Charmander..........Base
2 Dark Dragonair......LC/Rocket
3 Dratini.............LC/BS2
1 Magmar..............Exp. B-35
1 Magby...............Exp. B-75
2 Cleffa..............Promo #31

TRAINERS (22):

4 Bill................LC/Base
3 Potion..............Exp. A-25/Base
2 Energy Restore......Exp. B-51
2 Energy Search.......Exp. A-28
2 Energy Stadium......Neo Destiny
2 Switch..............Exp. A-27
2 Professor Elm.......Neo Genesis
2 P. Elm's T. Method....Exp. B-60
1 Gold Berry..........Neo Genesis
1 P. Oak's Research...Exp. B-58
1 Power Charge........Exp. B-53

ENERGY (19):

13 Fire Energy
4 Recycle Energy
1 Boost Energy
1 Metal Energy

"Basically, this deck is all about getting a Charizard out fast, and keeping him/her/it powered up. The Dark Dragonair help you find your missing links to the Charizard Evo-line if your P. E.'s Training Methods don't come fast enough.

The trainers are mostly about energy generation and regeneration. Obviously, it is better to get the Expedition Charizard out, as he/she/it has a chance of keeping all of his/her/its energy. You can't do much to stop 110 damage, let alone 120, thus the Metal Energy. I do have 2 more Metal Energies available, if I need them. The Boost energy somewhat replaces one of my DCE's.

The only problem with this being my SBZ deck is its blatant weakness and the massive amount of Water decks being used.

Tips? Comments? Both are appreciated." -TeamRocket-4-Life

Back into the good old Atelier loop. (takes a deep breath) Ah, the good old smell of deck fixes. (hacks and coughs because of the immense amounts of dust from lack of use) Aaaanyway...

I don't think your biggest problem is water, TR (although dark Gatr WOULD pose some huge problems for you). I think your biggest problem is that your deck has the one-big-hitter motif, which, while sometimes effective, has a flaw in its logic. Sure, you can do 100+ plus damage, but a Cleffa with a focus band is still only gonna die 1/4 of the time, while they stall and bring out /their/ hitter(s).

I can offer two suggestions. The first would turn it into a boring - albeit VERY effective - archetype deck, Entei/Cargo. If you want to do this, dump the Charizard/Dragonair lines for neo3 holo Enteis and Magcargos, who have some of the best synergy in the game. You'll pick up the strategy quickly.

The other one would keep this fun deck idea, while using the best of Entei/Cargo. Let's try this.

Dump the Magby/Magmar (2), and push yourself up to 3 Cleffa (1). This will be a vital part of your strategy! Sadly, I think the Dark Dragonair line will still have to go. Why? Even though it's a very, very underrated card, any deck that runs 4 Double Gust will be able to rip it out and tear it to pieces - or worse, lock it there and kill your bench, slowly. So, regrettably, remove those (6). Now we'll stick in your new best friend - Neo Rev. holo Entei. 3 of these should be enough(3)...playtest and see if you need 4.

As for your current Pokemon...looking over the Charmanders, I would say ditch the Base, and take 2 of each Exp. one. Burning and poss. 20 first turn are better, really. And they all have 50 HP anyway. Take out 2 of your 3 Charmeleons and stick in 3 Pokemon Breeders(2). Breeder will give you the speed necessary to start rampaging turn 2 - 3 at the latest. As for the Charizards, personally, I'd recommend 2 Exp and one LC, but this is up to you. Find out whether you like the chance of the Exp one better or the solid 100 from LC, but keep the count at 3.

Your trainers need quite a bit of work. Take out all the Bills, Potions, Energy Restores, Energy Searches, PETMs, and the Power Charge. (16). Phew! Now to get you some real search. Bump your Elms up to four (14 - ALWAYS do this!), first off. Take 3 other slots for Copycat (11), another Switch (10), two Traders (8, better than PETM because it doesn't use your supporter slot), two Town Volunteers (6, NECESSITY if you don't a quick kill), and three Scoop Up (3, for getting back Enteis). On second thought, also get rid of that Oak's research (copycat is equal or better 90% of the time). Use three of your last four slots for Focus Band, which will be very, very useful as you stall with your Cleffas or whatever until the Charizard is built.

We really need more fire energy...hmm. Ditch the Boost, Metal, and two of the Recycles for four more Fire, and use your last slot on it as well. 18 fire is a decent amount. Use your Energy Stadiums/TVs well, and you'll be fine.

Well, there's a quick idea, anyway. You can mess around with that one slot - I ended up only having 3 Cleffa, but you might need 4. You could also tinker with 2 Focus, although I personally wouldn't recommend it, or maybe take out the GB. Playtest, playtest, playtest! Fire energy is your priority, though.

Let's take a look:

POKEMON (14):

2 Charmander (Exp - Gnaw)
2 Charmander (Exp - Tail Rap)
1 Charmeleon (LC)
2/1 Charizard (Exp)
1/2 Charizard (LC)
3 Entei (Neo3 Holo)
3 Cleffa (Neo1)
 
TRAINERS (26):

4 Professor Elm (Neo1)
3 Copycat (Exp)
3 Switch (Exp)
2 Pokémon Trader (LC)
3 Pokémon Breeder (LC)
2 Town Volunteers (Aquapolis)
3 Scoop Up (LC)
3 Focus Band (Neo1)
1 Gold Berry (Neo1)
2 Energy Stadium (Neo4)

ENERGY (20):

18 Fire Energy
2 Recycle Energy

Good luck!


 

 

 

 

 

 

 

 

 

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